Normally, my editor should have all the cracked editor options activated.
So if you need some info regarding where it is stored in the biq, I could help
So if you need some info regarding where it is stored in the biq, I could help
Normally, my editor should have all the cracked editor options activated.
So if you need some info regarding where it is stored in the biq, I could help
I have a not so slight problem. When I open an uncompressed .biq file with the editor, and then go to any of the possible editing positions, buildings/units/governments/good/terrain, all I get is a blank form with no information on it. It is as if the editor is not picking up any data from the .biq file. I have put the editor into the Civ3 Conquests folder, but that does not seem to make any difference. On one of the files, I did get an error message saying that nothing could be done as no custom rules had been selected. Is this also a requirement for using it? I am using my Mac iBook, 1.33 Ghz G4 chip, with 1.5 Gigs of memory and system 10.4.11.
I have not tried downloading and running it under Windows 7 as yet. I will do so and see if I encounter the same problems. I will also make sure that all custom settings for the .biq files are set in the Civ3 editor on my Windows laptop.
Edit Note: I downloaded the file and tried to open it in Windows 7. No luck. How do you open a .jar file under Windows? Note, I am a Mac user for just about everything EXCEPT for editing Civ3. So any directions need to be quite clear and straighforward.
I read it like that:Thanks - I have the telepad information thanks to Gramphos's thread at Apolyton though. There is one area that I have not been able to figure out that you seem to have figured out, though, and that is worker strength. Gramphos's thread indicates it is a floating-point, but gives no further information, and I have not been able to make sense of any non-zero values. It does seem odd that it's the only floating point in the entire format, and that it's still set as an integer in Firaxis's editor (and sometimes that value doesn't "stick" very well in Firaxis's editor).
openDir=/Applications/Civ III Complete/Conquests Game Data/Scenarios
civInstallDir=/Applications/Civ III Complete/Civilization 3 Game Data/
firstRun=false
It's just a text file. I edited it using BBEdit because that's what it use for everything, but you can use TextEdit, TextWrangler, Xcode ... whatever. Just don't use a Word Processor like Pages, Word or ...
AlanH - I got your messages about the problems you've encountered. One of the lines mentioned in the error for Alexander's Conquests 1.50 is in the section of code that inputs legal unit telepads, and it appears I forgot to initialize that variable when I create units. Thus, when you load a BIQ that has at least one unit telepad, you encounter that error. The fix should be pretty easy.
I don't think my main problems were specific to the mods I was testing with (apart from telepads). The issue was the folder structure in the Mac version is not the same as the Windows version, so when I followed your instruction to point the Editor at the folder containing the Civ3 application, that was not what it needed to know. I had to point it at the "Civilization III Game Data/" subfolder that contains Art/. The new version provided the error messages that allowed me to work this out.I have rood.biq, so I'll take a look at that and see if I receive the same symptoms. I primarily used the Conquests scenarios when testing, so try WWII uncompressed or Rise of Rome uncompressed, and you shouldn't have any problems. Those are definitely working for me and, along with a copy of the base BIQ with custom rules enabled, were my go-to test BIQs (obviously none with legal unit telepads were).
You have the honor of having reported the first bug!
You can run an AppleScript from the command line if you compile the AppleScript as a runnable application, then call it usingMany thanks also for updating FileValet to work on with BIQs. That's certainly an important addition to this editor's usefulness. It occurs to me that perhaps my editor could call FileValet automatically if it detected a file that was not uncompressed (using Java invocation of the command line, and knowledge of the location of FileValet, either ~/Library/Scripts/Folder Action Scripts/ by default or a user-supplied value if different). However, taking a look at the Help file included with FileValet, as well as the ._FileValet Script.app file, I'm not sure how I would invoke it purely on the command line. If I remember, I may fiddle around with it on Friday before class in the Mac lab and see if I can get it working.
To add BIQ expansion capability to FileValet quickly, I didn't link it to the OSX 10.4 SDK or use the older gcc compiler it requires, so it's currently 10.5/10.6. I'll try to rebuild it for 10.4 compatibility, with its more verbose code structures and deprecated API calls. I'm a bit surprised there are still hold-outs for 10.4 around!Cool, I recall that last year there were some difficulties getting my BIQ Compare utility to run on OSX 10.4, I'm glad this one worked out of the gate, especially since I didn't have an OSX 10.4 system (or a PowerPC system) to test on. As for uncompressed BIQs and 10.4, it's still possible that I'll still try to implement the PKWARE decompression algorithm at some time if I'm bored and want a programming challenge (although judging by my classes so far this year, those won't be in short supply), but the likelihood of that has gone down thanks to AlanH's work - it would be reinventing the wheel for 70% of OSX users who replied to the poll I posted and have 10.4 or higher (i.e., can run the editor in its current form).
Here is a version of the FileValet utility recompiled to be compatible with OS X 10.4, 10.5, 10.6.
I have only tested it in 10.6, so please let me know if there are any problems.
AlanH said:I'm a bit surprised there are still hold-outs for 10.4 around!